Hi everyone.
I am currently looking for a couple of OSG samples. Maybe someone can
offer a pointer or link to some existing code demonstrating the
techniques.
1) one minimal code sample demonstrating the use of GLSL for vertex
and fragment processing (e.g. render a triangle).
This is because I
Hi Cristian,
osgshader and osgreflect seem like the obvious candidates...
Robert.
On Fri, Sep 2, 2011 at 11:20 AM, Christian Buchner
christian.buch...@gmail.com wrote:
Hi everyone.
I am currently looking for a couple of OSG samples. Maybe someone can
offer a pointer or link to some existing
Thanks I will look into osgreflect.
regarding osgShader, I think it is a bit too crowded to be used for starters.
A lot of OpenGL ES books start with minimal samples that just render a
triangle with shaders.
Essentially I am looking for an OSG based equivalent.
Christian
Hi, Christian
Use of glsl in osg is pretty straitforward.
You create osg::Program (wrapper around gl program), osg::Shader(s) (wrapper
around gl shader), set shader source with one of interface functions (or load
from file), add them to program and set this stuff to stateset. If you use
custom
Use of glsl in osg is pretty straitforward.
Thanks for the hints so far.
I condensed osgshaders into this short piece of code. It is self
contained and nearly minimal, apart from
-animating the Uniform variable for show effect
-shaders doing a little more than the necessary minimum
It is problematic to make dynamic reflect\refract rendering with a single node,
because you need rtt cameras with scene surronding your object.
If you add cameras into object with reflections itself, you need surronding
scene in separate graph (to avoid creating cycled graph).
If you have
It is problematic to make dynamic reflect\refract rendering with a single
node, because you need rtt cameras with scene surronding your object.
My approach would have been node masks to remove rendering unwanted
objects from the main graph. I'll think about it more.
Christian
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